GMS_hideRocksAndPlants = true; // When true, any rocks, trees or bushes under enterable buildings will be 'hidden'
/*
GMS_simulationManagementOff - no simulation management occurs
GMS_useBlckeaglsSimulationManager - simulation is enabled/disabled by periodic checks for nearby players; a 'wake' function is included when a units simulation is turned on
GMS_useDynamicSimulationManagement 2 - arma dynamic simulation is used
// if true then missions will not spawn within 1000 m of spawn points for Altis, Bornholm, Cherno, Esseker or stratis.
GMS_blacklistTraderCities = true; // Set this = true if you would like the mission system to automatically search for the locations of the Epoch/Exile trader cities. Note that these are added to the list of blacklisted locations for Epoch for the most common maps.
GMS_useIEDMessages = true; // Displayes a message when a player vehicle detonates and IED (such as would happen if a player killed AI with a forbidden weapon).
GMS_moneyGainedForKillstreaks = 3; // per kill of the current killstreak
GMS_killstreakTimeout = 300; // 5 min
GMS_distantIncrementForCalculatingBonus = 100;
};
case "default": {
GMS_rewardsNotifications = ["dynamicText"];
GMS_killstreakTimeout = 300; // 5 min
};
};
///////////////////////////////
// MISSION MARKER CONFIGURATION
// GMS_labelMapMarkers: Determines if when the mission composition provides text labels, map markers with have a text label indicating the mission type
//When set to true,"arrow", text will be to the right of an arrow below the mission marker.
// When set to true,"dot", ext will be to the right of a black dot at the center the mission marker.
GMS_labelMapMarkers = [true,"center"];
GMS_preciseMapMarkers = true; // Map markers are/are not centered at the loot crate
// Pertains only to crates spawned at mission spawn.
// This sets the default but can be overridden for specific missions by defining _loadCratesTiming
// Examples:
// To spawn crates at mission start loaded with gear set GMS_spawnCratesTiming = "atMissionSpawnGround" && GMS_loadCratesTiming = "atMissionSpawn"
// To spawn crates at mission start but load gear only after the mission is completed set GMS_spawnCratesTiming = "atMissionSpawnGround" && GMS_loadCratesTiming = "atMissionCompletion"
// To spawn crates on the ground at mission completion set GMS_spawnCratesTiming = "atMissionEndGround" // Note that a loaded crate will be spawned.
// To spawn crates in the air and drop them by chutes set GMS_spawnCratesTiming = "atMissionEndAir" // Note that a loaded crate will be spawned.
GMS_allowClaimVehicle = false; // Set this to true if you wish to allow players to claim vehicles using one of the claim vehicle scripts floating around.
GMS_RunGear = false; // When set to true, AI that have been run over will ve stripped of gear, and the vehicle will be given GMS_RunGearDamage of damage.
GMS_RunGearDamage = 0.2; // Damage applied to player vehicle for each AI run over
GMS_VK_Gear = true; // When set to true, AI that have been killed by a player in a vehicle in the list of forbidden vehicles or using a forbiden gun will be stripped of gear and the vehicle will be given GMS_RunGearDamage of damage
GMS_VK_GunnerDamage = false; // when the AI was killed by a gunner on a vehicle that is is in the list of forbidden vehicles, GMS_RunGearDamage of damage will be applied to the killer's vehicle each time an AI is killed with a vehicle's gun.
/* these are weapons, magazines, sensors to be disabled when a vehicle is spawned */
GMS_useKilledAIName = true; // When false, the name of the killer (player), weapon and distance are displayed; otherwise the name of the player, distance and name of AI unit killed are shown.
GMS_useMines = false; // when true mines are spawned around the mission area. these are cleaned up when a player reaches the crate. Turn this off if you have vehicle patrols.
GMS_cleanupCompositionTimer = 60*30; // Mission objects will be deleted after the mission is completed after a deley set by this timer.
GMS_cleanUpLootChests = false; // when true, loot crates will be deleted together with other mission objects.
GMS_MissionTimeout = 90*90; // 60 min - missions will timeout and respawn in another location. This prevents missions in impossible locations from persisting.
// The behavior of these can be linked to some degree to the spawning of patrolling helis.
// For example, if you always want a helicopter to spawn paratroops set the value 1.
// Recommended that you disable paratroops if using muliple aircraft/vehicle patrols
GMS_chanceParaBlue = 0; // [0 - 1] set to 0 to deactivate and 1 to always have paratroops spawn over the center of the mission. This value can be a range as well [0.1,0.3]
GMS_chanceHeliPatrolBlue = 0.1; //[0 - 1] Set to 0 to deactivate and 1 to always have a heli spawn over the mission center and patrol the mission area.
// The chance of paratroops dropping from the heli is defined by GMS_chancePara(Blue|Red|Green|Orange) above.
// Recommend setting the change = 1 if you wish to spawn multiple helis at a mission.
//Set to -1 to disable. Values of 2 or more force the mission spawner to spawn copies of that mission - this feature is not recommended because you may run out of available groups.
GMS_numberUnderwaterDynamicMissions = 0; // Values from -1 (no UMS) to N (N Underwater missions will be spawned; static UMS units and subs will be spawned.
GMS_useVehiclePatrols = true; // When true vehicles will be spawned at missions and will patrol the mission area.
GMS_killEmptyAIVehicles = false; // when true, the AI vehicle will be extensively damaged once all AI have gotten outor been killed.
GMS_vehicleDeleteTimer = 120*60;
////////////////////
// Mission Vehicle Settings
////////////////////
//Defines how many AI Vehicles to spawn. Set this to -1 to disable spawning of static weapons or vehicles. To discourage players runniing with with vehicles, spawn more B_GMG_01_high
GMS_SpawnVeh_Orange = [1,2]; // Number of static weapons at Orange Missions
GMS_SpawnVeh_Green = [1,2]; // Number of static weapons at Green Missions
GMS_SpawnVeh_Blue = 1; // Number of static weapons at Blue Missions
GMS_SpawnVeh_Red = 1; // Number of static weapons at Red Missions
GMS_vehCrew_blue = 3;
GMS_vehCrew_red = 3;
GMS_vehCrew_green = 3;
GMS_vehCrew_orange = 3;
///////////////////////////////
// AI STATIC WEAPON PARAMETERS
///////////////////////////////
GMS_useStatic = true; // When true, AI will man static weapons spawned 20-30 meters from the mission center. These are very effective against most vehicles
GMS_killEmptyStaticWeapons = true; // When true, static weapons will have damage set to 1 when the AI manning them is killed.
GMS_staticWeapons = ["B_HMG_01_high_F","B_GMG_01_high_F"/*,"O_static_AT_F"*/]; // [0.50 cal, grenade launcher, AT Launcher]
////////////////////
// Mission Static Weapon Settings
////////////////////
// Defines how many static weapons to spawn. Set this to -1 to disable spawning
GMS_SpawnEmplaced_Orange = [3]; // Number of static weapons at Orange Missions
GMS_SpawnEmplaced_Green = [2]; // Number of static weapons at Green Missions
GMS_SpawnEmplaced_Blue = 1; // Number of static weapons at Blue Missions
GMS_SpawnEmplaced_Red = 1; // Number of static weapons at Red Missions
GMS_combatMode = "RED"; // Change this to "YELLOW" if the AI wander too far from missions for your tastes.
GMS_groupFormation = "WEDGE"; // Possibilities include "WEDGE","VEE","FILE","DIAMOND"
GMS_useSmokeWhenHealing = true; // when true, injured AI will toss a smoke when they attempt to heal.
GMS_addAIMoney = false;
GMS_useNVG = true; // When true, AI will be spawned with NVG if is dark
// No longer used.
GMS_removeNVG = false; // When true, NVG will be removed from AI when they are killed.
GMS_useLaunchers = true; // When true, some AI will be spawned with RPGs; they do not however fire on vehicles for some reason so I recommend this be set to false for now
GMS_minimumPatrolRadius = 36; // AI will patrol within a circle with radius of approximately min-max meters. note that because of the way waypoints are completed they may more more or less than this distance.
GMS_AIAlertDistance = [250,450,1000,1300]; // Radius within which AI will be notified of enemy activity. Depricated as a group-sed system is used now. The group is informed of the enemy location when a group member is hit or killed.